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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #6: Sorcerer
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<blockquote data-quote="Faolyn" data-source="post: 8125530" data-attributes="member: 6915329"><p>Initial thoughts...</p><p></p><p>I like the <em>idea </em>behind the Conduits, but I feel they're limited. While not a Conduit of Life (radiant damage), Death (necrotic), Energy (force), or Mind (psychic)? Also, a suggestion: Blizzard, Inferno, Hurricane, and Venom are all nouns. Caustic is an adjective. Why not use a word like Erosion or Dissolution?</p><p></p><p>The Latent Powers feel... rather bland. They don't feel magical or like they're at all connected to the Conduit. Examples of such a connection would be useful. I'd suggest something much more concrete: a free associated cantrip, that you inflict extra damage of that type when you attack, that if you take the associated damage, you can channel it in some way or gain temp hp, or something like that.</p><p></p><p>Since you have Minor and Moderate Metamagics, I'm interested in seeing what the Major Metamagics will be.</p><p></p><p>Deep Conduit: <em>"you may expend a number of hit dice up to your Charisma modifier to regain some of your magic essence. For each hit dice expended in this way, you take 1d6 damage and regain 2 sorcery points."</em> Unless you're changing the rules, you don't take damage when you expend Hit Dice--assuming you're talking about the Hit Dice you expend to regain hp after short rests. </p><p></p><p>Patient Aptitude: This just feels weird for some reason. Like, sorcerers and ritual spells don't mix. It could just be me; I dunno.</p><p></p><p>Prodigious Inventor: <em>"Choose three cantrips from any spell list. These cantrips don’t count toward your cantrips known."</em> This isn't well-phrased: "You gain three cantrips from any spell list. They don't need to be from the same spell list, they count as sorcerer spells for you, and they don't count against your total number of cantrips."</p><p></p><p>Exploration Knacks: These are nice, but they don't feel at all like knowledge you gained from exploration--they feel like what the Latent Powers <em>should </em>be. This is why I feel that the Knacks should be in one chapter and each one available for one or more classes. There's no reason why a sorcerer couldn't be good at mountain climbing or navigating a city--and I think that more than one class could benefit from an ability to notice when magic is making them lost.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8125530, member: 6915329"] Initial thoughts... I like the [I]idea [/I]behind the Conduits, but I feel they're limited. While not a Conduit of Life (radiant damage), Death (necrotic), Energy (force), or Mind (psychic)? Also, a suggestion: Blizzard, Inferno, Hurricane, and Venom are all nouns. Caustic is an adjective. Why not use a word like Erosion or Dissolution? The Latent Powers feel... rather bland. They don't feel magical or like they're at all connected to the Conduit. Examples of such a connection would be useful. I'd suggest something much more concrete: a free associated cantrip, that you inflict extra damage of that type when you attack, that if you take the associated damage, you can channel it in some way or gain temp hp, or something like that. Since you have Minor and Moderate Metamagics, I'm interested in seeing what the Major Metamagics will be. Deep Conduit: [I]"you may expend a number of hit dice up to your Charisma modifier to regain some of your magic essence. For each hit dice expended in this way, you take 1d6 damage and regain 2 sorcery points."[/I] Unless you're changing the rules, you don't take damage when you expend Hit Dice--assuming you're talking about the Hit Dice you expend to regain hp after short rests. Patient Aptitude: This just feels weird for some reason. Like, sorcerers and ritual spells don't mix. It could just be me; I dunno. Prodigious Inventor: [I]"Choose three cantrips from any spell list. These cantrips don’t count toward your cantrips known."[/I] This isn't well-phrased: "You gain three cantrips from any spell list. They don't need to be from the same spell list, they count as sorcerer spells for you, and they don't count against your total number of cantrips." Exploration Knacks: These are nice, but they don't feel at all like knowledge you gained from exploration--they feel like what the Latent Powers [I]should [/I]be. This is why I feel that the Knacks should be in one chapter and each one available for one or more classes. There's no reason why a sorcerer couldn't be good at mountain climbing or navigating a city--and I think that more than one class could benefit from an ability to notice when magic is making them lost. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #6: Sorcerer
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